您要查找的是不是:
- The surface must exist in video memory. 这个表面必须存在视频内存里。
- Only this region will be updated in video memory. 只有这个区域的视频存储将会被更新。
- Modern 3D games may require at least 32 MB video memory. 现代流行的 3D 游戏可能至少需要 32 MB 的显示内存.
- Property to determine what managed memory resource to evict from video memory. 属性确定要从视频内存剔除什么托管内存资源。
- Gets a value indicating whether the device supports a back buffer in the video memory pool. 获取一个值,该值指示设备是否支持视频内存池中的后台缓冲区。
- Gets a value indicating whether the device supports a depth buffer in the video memory pool. 获取一个值,该值指示设备是否支持视频内存池中的深度缓冲区。
- Gets a value indicating whether the device supports a front buffer in the video memory pool. 获取一个值,该值指示设备是否支持视频内存池中的前台缓冲区。
- Gets a value indicating whether the device supports a texture in the video memory pool. 获取一个值,该值指示设备是否支持视频内存池中的纹理。
- Gets a value indicating whether the device supports a vertex buffer in the video memory pool. 获取一个值,该值指示设备是否支持视频内存池中的顶点缓冲区。
- Gets a value indicating whether the device supports an index buffer in the video memory pool. 获取一个值,该值指示设备是否支持视频内存池中的索引缓冲区。
- Loads formatted text into video memory to improve the efficiency of rendering to a device. 将格式化文本加载到视频内存,以提高呈现到设备的效率。
- Files and loaded resources for content are likely stored in RAM, not on a hard drive or in dedicated video memory. 用作内容的文件和加载资源很可能存储在RAM中,而不是存储在硬盘上或专用的视频内存中。
- The current input could not be viewed. Most likely there is not enough video memory. 无法查看当前的输入。很可能是显存不够。
- Use this method to force the video driver to discard objects in the managed pool from video memory. 使用此方法可强制视频驱动程序丢弃视频内存的托管池中的对象。
- Allocates in normal system memory on the mobile device, which is typically slower to use than video memory. 在移动设备上的常规系统内存中分配,通常比使用视频内存慢。
- Video memory error. The BIOS cannot write to the frame buffer memory on the video card. 图像内存错误。BIOS不能够写显卡帧缓冲内存。
- Less than 4 MB video memory found. Upgrade your video card for better performance. 找到不足 4 MB 的显示内存.;升级您的显示卡可取得较好的性能
- Reduced video memory usage, and automatic texture reduction if video memory is filled to capacity. An in-game usage meter is also provided. 减少显存和内存的使用。
- Causes all texture memory surfaces and state information to be lost, and managed textures to be flushed from video memory. 将导致所有纹理内存图面和状态信息丢失,并且还会导致托管纹理在视频内存中被刷新。
- This method detects thrashing conditions, when more resources are used in each frame than can fit in video memory simultaneously. 当每一帧中使用的资源超过视频内存中所能同时容纳的资源时,此方法可检测抖动情况。